Alpha Dawn Supplementation - Defense Suit Resistance

AtomikDyce's picture
January 6, 2014 - 2:52pm

One aspect of gameplay that I felt needed to be addressed is the management of suit resistance. Rather than treating all attacks the same when recording damage to a suit, following is a supplemental rule I've incorporated in recent gameplay (which meets my satisfaction).

Albedo Suit

An albedo suit can deflect any laser attack resulting in twenty points of damage or less. Any damage that exceeds twenty points from a single beam attack is transferred to the character, and the attack creates a penetration in the suit. An albedo suit can absorb up to five penetrations before becoming "worn". Once the suit accumulates five penetrations, each additional beam attack has a 50% chance of passing completely through the suit and applying full damage to the wearer.

Once an albedo suit has accumulated ten penetrations, it is deemed "useless" and no longer protects the wearer from beam attacks.


A skeinsuit can fully absorb the first five points of damage from any ballistic attack without having to record it. Any additional damage up to twenty points is divided equally amongst the suit and the wearer (half-absorbed). Any damage from a single attack above twenty points is fully passed to the wearer. For example, a gyrojet rifle bullet that results in 21 points of damage would be recorded as 8 points of damage to the suit and 8 points of damage to the wearer (the suit "deflects" the first five points without recording it, then half of the next fifteen points rounded up, and none of the damage above twenty points).

Unlike an albedo suit, skeinsuits act as armor that chips away with each attack. Once a skeinsuit has absorbed 100 points of damage, it is considered "worn". Worn skeinsuits lose the ability to fully absorb the first five points of an attack, rather absorbing half of the damage from an attack up to twenty points with all absorbed damage being recorded. Once a skeinsuit has absorbed 150 points of damage, it is rendered "useless" and no longer absorbs any damage.

For example, Vrootle is wearing a skeinsuit and is attacked in an alleyway by two thugs. One thugh fires three bullets from his auto-pistol, while the other rushes at Vrootle with a machete. The three bullets successfully hit Vrootle, resulting in one, six, and ten points of damage, respectively. The thug with the machete also delivers a successful attack, resulting in 21 points of damage. The suit deflects the damage from the first bullet without record. The bullet resulting in six points of damage is recorded as one point absorbed by the suit. The bullet resulting in ten points of damage is recorded as three points absorbed by the suit and two points passing to Vrootle. The machete attack results in eight points absorbed by the suit and eight points passing to Vrootle (see explanation above). So for that turn, Vrootle's suit would record twelve points of damage, and Vrootle would reduce his Stamina by ten.

Heavy Skeinsuit

Heavy skeinsuits are otherwise known as "personal body armor". They are thicker forms of skeinsuits, with additional plating and joint protection. Due to the weight of the suit, characters with heavy skeinsuits move at half speed and suffer a -15% penalty on all Reaction Speed checks (including the Initiative Modifier roll). Heavy skeinsuits have built in mini-floatation devices, so characters who find themselves on the water can float to safety.

Heavy skeinsuits function just as a skeinsuit, with the following exceptions:
  • Deflect the first eight points of damage from a ballistic attack without record
  • Absorb half of the remaining damage from an attack up to forty points
  • All damage above the first forty points of an attack is passed to the wearer

Once the suit has absorbed 150 points of damage, it is considered "worn". A worn heavy skeinsuit reduces its damage deflection amount to five, and reduces its absorption threshold to thirty. Any damage above thirty points is now passed to the wearer. For each fifty points absorbed by a worn heavy skeinsuit, the deflection amount is reduced by two and the absorption threshold by ten until the suit is rendered useless (becoming nothing more than deadweight at that time).


jedion357's picture
January 6, 2014 - 8:46pm
I like this though its more record keeping.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

AtomikDyce's picture
January 7, 2014 - 8:52am
Albedo suits are easier to manage now (does anyone even wear one of those, though?)

Skeinsuits definitely require more calculations and tracking. I chalked it up as a beneficial sacrifice, as the suit now functions like actual armor (resisting damage up to certain levels, and allowing for attacks that can penetrate).

jedion357's picture
January 7, 2014 - 6:56pm
My optimal SF adventure wear is a skein suit and albedo screen. Covers most of the AD weapons.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

AtomikDyce's picture
January 8, 2014 - 9:06am
Same. I have a dralasite on my current squad with Heavy Skeinsuit (armor) and an Albedo Screen. He's a straight up tank! Slow as all get out, though, and he's not much for ranged attacks (his best offense is to close in while blasting his shotgun, then engage in some serious melee with his sonic sword).

I use a shotgun in the Supplemental rules.